target's vrtxs moves after adding blend Shape


#1

Hello, I’ve got full rigged and skinned mesh and now I wanted to add some blend Shapes to it, but after I’ve added one some vertexes on my base mesh have moved a little aside. I haven’t frozen transformations, and my skin cluster is set above blend shape node in All Inputs list. Any help will be appreciated, thanks.


#2

If you’ve skinned your character and then you duplicate your base mesh to sculpt BSs make sure you turn any deformers (especially the skinCluster) to 0 temporarily so you’re sure your base mesh is ‘clean’. Sometimes ‘neutral’ (bindpose) meshes have small changes (especially with IK)


#3

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